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<blockquote data-quote="tetrasodium" data-source="post: 9321299" data-attributes="member: 93670"><p>I think that it's more than that. Take this example from rhime. Kelven's kairn should be a dirt simple adventure that is practically a five room dungeon with only one path through it.</p><p></p><p>The hook is about a page spread across pg87 & pg 88split by a map of the city you will be leaving. Then on pg 89 there's an entire page for the journey to & climb of the mountain, but that climb is a literal mountain shaped hallway with two or three items on the single route that you could take. From there the climb continues for about 3/4 of pg 90 for three more items in the hallway climb. That last 1/4 of pg90. On pg91 you have a half page picture & three rooms in the cave part of the hallway where the players have their first & only route choice with the option of going left or right around the loop. Pg92 is another half page image and the fifth room in the trek .</p><p></p><p>It's literally a dirt five page 5 room dungeon on rails & it balloons out so much because a lot of it is written for someone reading the adventure as a story where drips & drabs of info work ok rather than being written for the GM who needed something more concise. Expand that out to a ~192 page adventure and even basic questions become a significant mid session hurdle</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9321299, member: 93670"] I think that it's more than that. Take this example from rhime. Kelven's kairn should be a dirt simple adventure that is practically a five room dungeon with only one path through it. The hook is about a page spread across pg87 & pg 88split by a map of the city you will be leaving. Then on pg 89 there's an entire page for the journey to & climb of the mountain, but that climb is a literal mountain shaped hallway with two or three items on the single route that you could take. From there the climb continues for about 3/4 of pg 90 for three more items in the hallway climb. That last 1/4 of pg90. On pg91 you have a half page picture & three rooms in the cave part of the hallway where the players have their first & only route choice with the option of going left or right around the loop. Pg92 is another half page image and the fifth room in the trek . It's literally a dirt five page 5 room dungeon on rails & it balloons out so much because a lot of it is written for someone reading the adventure as a story where drips & drabs of info work ok rather than being written for the GM who needed something more concise. Expand that out to a ~192 page adventure and even basic questions become a significant mid session hurdle [/QUOTE]
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